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1.
Aggress Behav ; 49(6): 701-709, 2023 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-37306020

RESUMEN

Exposure to violent video games is associated with aggressive behaviors among adolescents. However, not all adolescents who play violent video games demonstrate bullying behaviors. Based on the General Aggression Model (GAM), this cross-sectional study examined the interactive effect of individuals (i.e., belief in a just world [BJW]) and situational factors (i.e., violent video game exposure [VVGE]) on bullying perpetration. Using a representative sample of 4250 adolescents from five secondary schools in Southwest China (54.4% males, Mage = 15.14, SD = 1.5 years old), we examined the moderating role of BJW in the relationship between VVGE and bullying perpetration. The results suggest that VVGE is significantly and positively associated with bullying perpetration. Moreover, after controlling for covariates, general and personal BJW interact with the situational variable (i.e., VVGE) to predict bullying perpetration among Chinese adolescents. The positive effect of VVGE on bullying perpetration is lower among adolescents with high general and personal BJW than among adolescents with low BJW. The findings support the GAM theory and highlight the buffering role of BJW in the effect of VVGE on bullying perpetration.

2.
Cogn Affect Behav Neurosci ; 19(4): 898-909, 2019 08.
Artículo en Inglés | MEDLINE | ID: mdl-30565058

RESUMEN

Exposure to violence in video games has been associated with a desensitization toward violent content, a decrease of empathy, and prosocial behavior. Moreover, violent video games seem to be related to a reduction of neural activation in the circuits linked to social emotional processing. The purpose of the present study was to compare the neural response to social inclusion images after violent and nonviolent video game playing. Electroencephalographic data of the 32 participants were recorded during a visual task with three presentations (T0, T1, T2) of 60 stimuli (30 social inclusion vs. 30 neutral images). After the T0 presentation, the participants played with a video game (orientation or violent). After the T1 presentation, the participants played with the other video game (orientation or violent). The two types of video games were randomly displayed. Event-related potential (ERP) components and low-resolution electromagnetic tomography (sLORETA) were analyzed. The main findings showed a longer latency of the P2 component on occipito-temporal montage and a lower activation of the limbic and temporal areas in response to the social inclusion images post violent video game compared with the post orientation video game. The findings suggest a reduction of emotional engagement in social processing after playing violent video game.


Asunto(s)
Corteza Cerebral/fisiología , Potenciales Evocados/fisiología , Exposición a la Violencia , Sistema Límbico/fisiología , Distancia Psicológica , Percepción Social , Juegos de Video , Adulto , Corteza Cerebral/diagnóstico por imagen , Electroencefalografía , Femenino , Humanos , Sistema Límbico/diagnóstico por imagen , Masculino , Lóbulo Temporal/diagnóstico por imagen , Lóbulo Temporal/fisiología , Adulto Joven
3.
Aggress Behav ; 45(1): 33-41, 2019 01.
Artículo en Inglés | MEDLINE | ID: mdl-30226022

RESUMEN

When shooting a gun at a human target, firearms training instructors teach individuals to shoot for the upper torso because it is the largest lethal target on the human body. In contrast, violent first-person shooter (FPS) video games reward players for headshots. The head is the smallest lethal target, and requires careful aim to hit. In this experiment, participants were randomly assigned to play a violent FPS game with humanoid targets that rewarded headshots, a nonviolent shooting game that punished hits to bull's-eye targets with faces, or a nonviolent non-shooting game. After gameplay, participants shot 16 "bullets" from a realistic gun at a life-sized human-shaped mannequin. Participants were told to hit the mannequin with as many bullets as possible, but they were not told where to aim. Consistent with operant conditioning theory, participants who played a violent FPS game that rewarded headshots had the most hits to the mannequin's head. Participants whose favorite video games were violent shooting games also had the most hits to the mannequin's head. These findings suggest that FPS games that reward headshots can influence people to aim for the head with a realistic gun after the game is turned off, even though the head is a much smaller target to hit and they are much less likely to hit another body part if they miss. FPS games are often used to train soldiers and police officers, but these findings suggest that such games might train individuals to hit the wrong part of the body.


Asunto(s)
Condicionamiento Operante/fisiología , Armas de Fuego , Recompensa , Juegos de Video , Violencia , Adolescente , Femenino , Humanos , Masculino , Personal Militar , Policia , Adulto Joven
4.
Soc Cogn Affect Neurosci ; 19(1)2024 Jul 04.
Artículo en Inglés | MEDLINE | ID: mdl-38727544

RESUMEN

Research examining the purported association between violent gaming and aggression remains controversial due to concerns related to methodology, unclear neurocognitive mechanisms, and the failure to adequately consider the role of individual differences in susceptibility. To help address these concerns, we used fMRI and an emotional empathy task to examine whether acute and cumulative violent gaming exposure were associated with abnormalities in emotional empathy as a function of trait-empathy. Emotional empathy was targeted given its involvement in regulating not only aggression, but also other important social functions such as compassion and prosocial behaviour. We hypothesized that violent gaming exposure increases the risk of aberrant social behaviour by altering the aversive value of distress cues. Contrary to expectations, neither behavioural ratings nor empathy-related brain activity varied as a function of violent gaming exposure. Notably, however, activation patterns in somatosensory and motor cortices reflected an interaction between violent gaming exposure and trait empathy. Thus, our results are inconsistent with a straightforward relationship between violent gaming exposure and reduced empathy. Furthermore, they highlight the importance of considering both individual differences in susceptibility and other aspects of cognition related to social functioning to best inform public concern regarding safe gaming practices.


Asunto(s)
Empatía , Imagen por Resonancia Magnética , Juegos de Video , Humanos , Empatía/fisiología , Juegos de Video/psicología , Masculino , Imagen por Resonancia Magnética/métodos , Adulto Joven , Adulto , Encéfalo/fisiología , Encéfalo/diagnóstico por imagen , Femenino , Adolescente , Violencia/psicología , Mapeo Encefálico/métodos , Agresión/fisiología , Agresión/psicología , Emociones/fisiología , Exposición a la Violencia/psicología , Cognición/fisiología
5.
Psychosom Med ; 75(4): 390-6, 2013 May.
Artículo en Inglés | MEDLINE | ID: mdl-23645706

RESUMEN

OBJECTIVE: To study cardiac, sleep-related, and emotional reactions to playing violent (VG) versus nonviolent video games (NVG) in adolescents with different gaming habits. METHODS: Thirty boys (aged 13-16 years, standard deviation = 0.9), half of them low-exposed (≤1 h/d) and half high-exposed (≥3 h/d) to violent games, played a VG/NVG for 2 hours during two different evenings in their homes. Heart rate (HR) and HR variability were registered from before start until next morning. A questionnaire about emotional reactions was administered after gaming sessions and a sleep diary on the following mornings. RESULTS: During sleep, there were significant interaction effects between group and gaming condition for HR (means [standard errors] for low-exposed: NVG 63.8 [2.2] and VG 67.7 [2.4]; for high-exposed: NVG 65.5 [1.9] and VG 62.7 [1.9]; F(1,28) = 9.22, p = .005). There was also a significant interaction for sleep quality (low-exposed: NVG 4.3 [0.2] and VG 3.7 [0.3]); high-exposed: NVG 4.4 [0.2] and VG 4.4 [0.2]; F(1,28) = 3.51, p = .036, one sided), and sadness after playing (low-exposed: NVG 1.0 [0.0] and VG 1.4 [0.2]; high-exposed: NVG 1.2 [0.1] and VG 1.1 [0.1]; (F(1,27) = 6.29, p = .009, one sided). CONCLUSIONS: Different combinations of the extent of (low versus high) previous VG and experimental exposure to a VG or an NVG are associated with different reaction patterns-physiologically, emotionally, and sleep related. Desensitizing effects or selection bias stand out as possible explanations.


Asunto(s)
Emociones/fisiología , Frecuencia Cardíaca/fisiología , Psicología del Adolescente , Sueño/fisiología , Juegos de Video , Violencia , Adaptación Psicológica , Adolescente , Conducta del Adolescente , Hábitos , Humanos , Masculino , Registros Médicos , Modelos Psicológicos , Trastornos del Sueño-Vigilia/epidemiología , Trastornos del Sueño-Vigilia/etiología , Encuestas y Cuestionarios , Juegos de Video/efectos adversos , Violencia/psicología
6.
Cyberpsychol Behav Soc Netw ; 26(6): 417-424, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-37253137

RESUMEN

Violent video game exposure (VVGE) is a significant predictor of adolescent cyberbullying perpetration. However, little is known about the mediating and moderated mechanisms between them. This study examined the mediating role of moral disengagement between VVGE and cyberbullying perpetration as well as the moderating role of callous-unemotional (CU) traits on those associations. A total of 2,523 Chinese adolescents (Mage = 13.22, SD = 1.60, 48.4 percent girls) participated this study. Structural equation modeling showed that VVGE was significantly related to cyberbullying perpetration and moral disengagement play a mediating role between them. Latent moderated structural equation modeling showed that CU traits strengthened the effect of VVGE on moral disengagement and of VVGE on cyberbullying perpetration. Results further showed that the mediating effect of moral disengagement was more prominent for youths who have higher levels of CU traits. Interventions to reduce moral disengagement and CU traits among adolescents may interrupt the effect of VVGE to cyberbullying perpetration.


Asunto(s)
Trastorno de la Conducta , Ciberacoso , Exposición a la Violencia , Juegos de Video , Femenino , Humanos , Adolescente , Ciberacoso/psicología , Trastorno de la Conducta/psicología , Principios Morales , Exposición a la Violencia/psicología , Juegos de Video/psicología
7.
Front Psychiatry ; 13: 1026625, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36465295

RESUMEN

Background: School bullying among adolescents has been a worldwide public health issue. It has been observed that adolescents who are exposed to violent video games (VVGs) are often more aggressive. However, research on the association between violent video game exposure (VVGE) and different types of school bullying is limited in the Chinese context. Objective: The purpose of this study was to explore whether VVGE is linked to school bullying behaviors among Chinese adolescents and to examine the relationship between different levels of violent game exposure and four sub-types (physical, verbal, relational, and cyber) of school bullying involvement. Methods: This was a cross-sectional study of 1,992 Chinese students (55.02% boys and 44.98% girls) with the average age of 15.84 ± 1.62 years. Sub-types of school bullying victimization and perpetration, Internet addiction, and VVGE were measured by using a self-administrated questionnaire. The association was examined by multiple logistic regression analysis, adjusting for covariates. Results: Physical, verbal, relational, and cyber school bullying victimization were reported by 18.12, 60.34, 11.75, and 12.05% of the adolescents, and physical, verbal, relational, and cyber school bullying perpetration were reported by 16.62, 54.62, 21.49, and 8.23% of them. Of the students, 1,398 (70.18%) were normal Internet users, 514 (25.80%) showed moderate Internet addictive behaviors, and 31 (1.56%) of the students showed severe Internet addictive behaviors. The prevalence of no VVGE, low-level VVGE, medium-level VVGE, and high-level of VVGE were 27.70, 24.10, 24.20, and 24.00%, respectively. The risk of physical victimization and physical perpetration significantly increased with the increasing degree of violent video game exposure (P for trend < 0.001), with the highest adjusted odds ratios (ORs) of 2.251 (95% CI 1.501-3.375) and 2.554 (95% CI 1.685-3.870), when comparing high-level VVGE with no VVGE. Conclusion: These findings highlight the specific association between different sub-types of school bullying involvement and violent video game exposure. Physical school bullying prevention and intervention programs should be conducted after adolescents are exposed to violent video games.

8.
Soc Neurosci ; 17(4): 368-381, 2022 08.
Artículo en Inglés | MEDLINE | ID: mdl-35786163

RESUMEN

There is an ongoing debate as to whether violent video game exposure (VGE) has a negative impact on social functioning. This debate continues in part because of methodological concerns and the paucity of identifiable neurocognitive mechanisms. Also, little attention has been given to how specific personality characteristics may influence susceptibility to the purported effects. Using a combined experimental and cross-sectional approach, we examined the impact of VGE on action simulation as a function of trait coldheartedness in a sample of university students. Healthy adults played a violent or nonviolent version of Grand Theft Auto V before completing an fMRI measure of action simulation circuit (ASC) activity. Simulation-related activity was not significantly different between groups; however, greater overall activation was observed in left inferior frontal gyrus for those in the violent condition. Contrary to predictions, no evidence was observed that trait coldheartedness significantly interacts with violent gaming to influence ASC activation. However, prior cumulative VGE was negatively correlated with simulation-related activity in a subsection of the ASC. This study highlights a potential dissociation between the effects of acute versus cumulative violent gaming and may challenge assumptions that the directionality of effects for cross-sectional associations always mirror those of acute exposure.


Asunto(s)
Juegos de Video , Violencia , Adulto , Agresión/psicología , Humanos , Estudiantes , Universidades , Juegos de Video/psicología , Violencia/psicología
9.
Cyberpsychol Behav Soc Netw ; 25(1): 37-42, 2022 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-34558986

RESUMEN

Recent experimental studies demonstrated playing violent video games induced denying humanness to other people and suggested that other-dehumanization might account for the effect of violent video games on aggressive behavior. However, whether long-term violent video game exposure (VVGE) correlates with other-dehumanization has not been confirmed and the role of self-dehumanization in this effect is still controversial. Thus, this study attempted to provide correlational evidence and examined direct and indirect associations of VVGE and aggressive behavior through self- or other-dehumanization in 612 adolescents. We revealed other-dehumanization was linked with VVGE and it mediated the relationship between VVGE and aggressive behavior. In addition, we did not observe the predictive effect of VVGE for self-dehumanization. Our study suggested the short-term effect of playing a violent video game on other-dehumanization, observed in previous experimental investigations, could be extended to the long-term effect of VVGE. Perceiving others as less human, but not the players themselves, accounted for the effect of VVGE on aggressive behavior.


Asunto(s)
Exposición a la Violencia , Juegos de Video , Adolescente , Agresión , Deshumanización , Humanos , Violencia
10.
Cyberpsychol Behav Soc Netw ; 25(10): 634-640, 2022 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-36099181

RESUMEN

Past research has provided abundant evidence that violent video game exposure (VVGE) increases aggressive behavior and decreases prosocial behavior. So far, these effects have been explained mainly as resulting from changes in the existing knowledge structures of cognition, affect, or personality, such as desensitization to violence, empathy deficits, or impulsivity deficits. Following the extended General Aggression Model (GAM), the present research examined the role of deviant peer affiliation in VVGE's effects on aggressive and prosocial behavior. A total of 2,152 (46.4 percent male) Chinese children and adolescents completed a self-reported scale for VVGE, deviant peer affiliation, trait aggression, and prosocial behavior. Structural equation modeling was used to analyze the data. The results showed that deviant peer affiliation mediated the effects of VVGE, thus supporting the new paths of GAM and broadening the current understanding of the consequences of VVGE.


Asunto(s)
Altruismo , Juegos de Video , Adolescente , Niño , Masculino , Humanos , Agresión , Violencia , Grupo Paritario
11.
Artículo en Inglés | MEDLINE | ID: mdl-36430117

RESUMEN

Based on problem behavior theory, a mediation model for gender and grade differences is explored in this study. The study examined gender and grade differences in the effects of violent video games and deviant peer affiliation on problem behaviors among children and adolescents. A total of 2118 children and adolescents from four primary and middle schools in China (M age = 13.08, SD = 2.17) were surveyed using an anonymous questionnaire on basic information, exposure to violent video games, deviant peer affiliation, and problem behaviors. The results showed that exposure to violent video games significantly positively predicted problem behaviors, and deviant peer affiliation played a mediating role. Significant gender and grade differences were found in the mediating effect. This finding helps understand the individual differences in the influencing factors of problem behaviors. Further, it has important implications for interventions to reduce problem behaviors among children and adolescents.


Asunto(s)
Conducta del Adolescente , Exposición a la Violencia , Problema de Conducta , Juegos de Video , Niño , Humanos , Adolescente , Grupo Paritario
12.
Cyberpsychol Behav Soc Netw ; 24(1): 32-40, 2021 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-33252248

RESUMEN

The impact of violent video game exposure (VVGE) on aggressive behaviors has been extensively explored, but still remains controversial. Although some studies have shown slight detrimental short-term effects of VVGE, other studies have failed to find any consequence. In addition, the existence of long-lasting effects on aggressiveness, or their impact on adolescents, are still not well established. One limitation of most of these studies is that they do not control for other important risk variables for aggressive behaviors, such as personality and deviant peers, nor have they investigated the possible moderation role of these risk factors in the link between VVGE and aggression. Therefore, the main aim was to examine the additive and interactive role of VVGE, personality, and deviant peers in adolescent aggressive behaviors cross-sectionally and longitudinally. Many regression analyses and a cross-lagged autoregressive model were carried out. At both waves, aggressive behavior was predicted by having deviant peers and specific personality traits, especially low agreeableness. VVGE also presented a slight but significant effect at both waves, but it became nonsignificant when controlling for other variables. No long-term effects on the relation between VVGE and aggressive behaviors were found. Some moderation effects were consistently found at both waves: when participants reported having more deviant peers, the effects of VVGE and low agreeableness on aggressive behaviors significantly increased. These findings suggest that multiple biopsychosocial variables and their complex interplay need to be examined to gain a better understanding of the origin and expression of aggressive behavior.


Asunto(s)
Conducta del Adolescente/psicología , Agresión/psicología , Exposición a la Violencia/psicología , Personalidad , Juegos de Video/psicología , Adolescente , Femenino , Humanos , Estudios Longitudinales , Masculino , Grupo Paritario , Análisis de Regresión , Factores de Riesgo
13.
Front Psychol ; 8: 2219, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-29375416

RESUMEN

A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won't significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

14.
Soc Cogn Affect Neurosci ; 12(12): 1869-1880, 2017 12 01.
Artículo en Inglés | MEDLINE | ID: mdl-29040750

RESUMEN

Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition.


Asunto(s)
Inhibición Psicológica , Juegos de Video/psicología , Violencia/psicología , Adolescente , Adulto , Afecto , Atención/fisiología , Encéfalo/fisiología , Electroencefalografía , Emociones/fisiología , Empatía/fisiología , Potenciales Relacionados con Evento P300/fisiología , Expresión Facial , Femenino , Humanos , Masculino , Encuestas y Cuestionarios , Adulto Joven
15.
Artículo en Zh | WPRIM | ID: wpr-544869

RESUMEN

As the products of modern science,the effects of video games on children and adolescents drew the attention of psychologists.Anderson and Bushman proposed the General Aggressive Model,which could explain both the development of aggressive behavior and the difference of individual vulnerability to the effects of violent video games,and they advocated the effects,including short-term effects and long-term effects.Many researches about the relation of violent video games and aggression reported five consistent results:exposure to violent video games increased aggressive behavior,cognition,affect and physiological arousal,and decreased helping behavior.The positive intervention of parents can decrease negative effects of video games.

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